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- AA2 MODS GAME CRASHES ENTERING H HOW TO
- AA2 MODS GAME CRASHES ENTERING H MOD
- AA2 MODS GAME CRASHES ENTERING H ARCHIVE
- AA2 MODS GAME CRASHES ENTERING H CODE
My theory now is that it's the player itself that locks up, and I *believe* it happens when it's trying to send data to the DSP.
AA2 MODS GAME CRASHES ENTERING H MOD
My initial theory was that this was caused by loading the DSP program each time a MOD is started, but my tests shows that it's not. This does not happen often, but often enough. The real problem is that sometimes when a MOD is started, the game will lock up. If someone just leaves it there I can simply enter a pause mode or even restart the music after a certain timeout.Ģ. However, this is not a showstopper - when you're actually playing the game the music will change frequently and MODDSP will be restarted long before the sound effects causes it to crash. With music disabled and sound effects played directly using XBIOS there is no problem. If I leave the game running on a single screen with a single tune running continuously, the game will bomb out after a certain amount of sound-effects has been played. There is what looks like two separate problems:ġ. When you say "crash", do you mean program hanging, a specific error (message), or it / TOS bombing out? You will find them in the original sources, or for example also in the dspmod plugin from mxplay.
AA2 MODS GAME CRASHES ENTERING H HOW TO
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The original project file for purec seems to have linked the object file that was generated by the motorola assembler.The dsp player part (modplay.asm) is similar, but not identical to the one found as.asm56k has the advantage that it can directly create the *.p56 file that are needed when using asm56000 you will have to convert the object files to *.lod format first (using cldlod), and then to *.p56 (using lod2p56, which is in the tools directory of asm56k)
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I've recently changed that assembler slightly to support also the if and endif directives from motorola (it was using ifne and endc instead, which that assembler does not understand).
AA2 MODS GAME CRASHES ENTERING H ARCHIVE
E/dspmod34) with an LHA archive of the player modules, but that has no sources.
AA2 MODS GAME CRASHES ENTERING H CODE
The source code that i linked above does not seem to be the one that was used to create the dspmod.tce (11768 bytes) that everybody uses. I assume sample format is standard Amiga format (8-bit signed), but what about sample rates? There is also no explanation about sample format and sample rates. Sample-Volume - I know what volume is, but it would be nice to know the range atleast Edit: I suspect this is mod/Amiga-specific too, and volume should be in the 0-63 range like the Paula.īut what about Repeat-Start and Repeat-Länge? I understand what to put here if I *want* the fx to repeat, but what if I don't? So in my case "period" must be 283 to play the sound effect samples at 12517Hz. Edit: It's how the Amiga specifies sample replay rate. Sample-Period - what's this? A MOD term I guess. So why is "fx channel" limited to the first four channels? 3 ) - I understand that you specify a channel, but which channel? MOD-channel? Or are the separate "fx channels" that are managed by the player engine? A bit further down in the docs it says that you must increase the number of DSP channels when combining 4 channel mods and sound effects. No explanation on what the parameters actually means.įx-Channel ( 0. Void fx( int channel, int periode, int volume, int position,Ĭhar *start, char *end, char *rep_start, long rep_len ) Īlle Adressen und die Lnge mssen geradzahlig sein !